This document provides a brief history of teledildonics, which is defined as achieving sexual stimulation through interaction with another entity rather than self-stimulation. It discusses early concepts in the 1970s, the coining of the term by Ted Nelson in the 1970s to refer to devices controlled via radio signals, early VR and internet-based experiments in the 1990s-2000s that did not achieve true teledildonics, and the first commercially successful teledildonic devices released in the early 2000s including a PlayStation accessory and devices launched by AEBN that allowed remote control of toys over the internet. It concludes by discussing potential future directions combining technologies like the Oculus Rift, haptic controllers,
3. FIRST – A DEFINITION
• Teledildonics, to be distinguished from masturbation, requires that sexual
stimulation be achieved through interaction other than from the individual
receiving the pleasure.
• Further, to distinguish it from pornography, the stimulation should be
controlled by another entity, with stimulation occurring in response to actions
taken by that entity
• The entity providing pleasure need not be another person, it can be a
machine/robot
5. TED NELSON
• Dr . Ted Nelson (creator of
such famous words as
“hypertext”), is credited with
having coined
“teledildoncis” as well
• He did not
• He created the word
dildonics – in his book
“Dream Machines”
• He was one of the first
people to use the term
however, and brought it into
popular usage. But that
wasn’t until ~5 years after
ComputerLib/Dream
Machines was published
6. TOUCHIE-FEELIES
• The device referred to in Dream
Machines weren’t “tele” dildonics
at all, they were intended to be
used with audio signals sent via
radio.
• One of these was called the
Auditac: http://www.auditac.com
7. AUDITAC
So good, Rolling Stone wrote about it.
The article featured “Top Ten Songs on
the Stroke Parade” among other things
8. THEN WE WAITED
• The computer technology advanced
like mad over the next 20 years
• Teledildonics didn’t really go anywhere
though
• Digital sexual content was primarily
relegated to porn
• Some interactive games offered sexual
content: Atari’s “Custer’s Last Stand”,
and c64’s “Samantha Fox’s Strip Poker”.
9. THEN CAME THE PC
• Sexual content was still not “interactive”
in the teledildonics sense – it was
pornographic video or gamses on CDROM
• Classic examples are Leisure Suit Larry,
and Virtual Valerie on Mac
• Virtual Valerie got closer to being a truly
interactive experience, in that it had
dildos that could be controlled via the
mouse and used to “pleasure” Valerie
• It still wasn’t teledildonics though
10. PEOPLE DISCOVER VR
• Once virtual reality started to
become practical (in the early 90’s)
a natural progression of the
technology was to figure out how to
make teledildonics work
• Like most other early VR
experiments, teledildonics didn’t
really take off because it was clunky
and annoying
11. INTERNET TO THE RESCUE?
• As the Internet became generally available (and really, even when it was still
limited), sexual content became prolific
• Newsgroups were full of the sex
• As the web took off, it also was full of the sex
• But this still wasn’t teledildonics – it had no physical aspect controlled by
another person (or machine even). All stimulation had to be manually
performed by the user.
13. TRANCE VIBRATOR
Sold in Japan, the Trance Vibrator was a USB
device sold by PlayStation as an additional
accessory for the Rez game. It vibrated in
sync with the music, similarly to the standard
PS2 DualShock controller, but it provided
much stronger vibration.
This may be the first instance of commercially
available teledildonics
One partner could play the game,
controlling the speed and intensity of the
vibration through their actions.
The other partner would enjoy the game too.
14. MORE WAITING
• A lot of technological advances
were made in sex toys overall
• RealDoll, Fleshlight, new fun dildo
designs, etc.
• However, not much else happened
specifically with teledildonics for a
few more years
15. AEBN TO THE RESCUE?
• 2008:
The Adult Entertainment Broadcast Network introduced
a product called “Real Touch”. It was designed as a
male sex toy, that offered “hands free” experience.
• 2012:
AEBN announces a “JoyStick” product, which is intended to be
controlled by another person.
16. REALTOUCH INTERACTIVE
• Users of RealTouch arrange “dates”
with models on an interactive site.
• The model uses a JoyStick to
perform sexual acts, which are
streamed to the customer in real
time
• The RealTouch receives data from
the model’s JoyStick and reacts in
response
17. FUTURE DIRECTIONS
• Oculus Rift is a next-gen VR Display
being developed by Oculus VR
• The Novint Falcon is a grip-based USB
haptic controller
• Tenga is a Japanse sex toy
manufacturer, targeting the male
consumer
• What happens if these 3 combine
forces?